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Comments by FistfulOAwesome



Re: Fans petition for 'classic' Sonic in Sonic the Hedgehog 4

"I personally have never had an issue with Sonic's current look. I might be in the minority, but I've always kind of liked the way he looks these days"

Fucking Bullshit. You called the current design of all Sonic characters awful in your Bargain Bin Laden of Sonic Advance (http://www.destructoid.com/bargain-bin-laden-30-sonic-advance-59215.phtml). Don't forget your own words, Sterling. ... view replies

Re: No More Heroes 2 vids: Fat Kid Panty Kitty Party Edition

I'm going with Mega. NMH2 would be lucky to get the original's numbers. Over a million would be a miracle for a game with such limited appeal. I don't think a single other niche Wii game (Da Blob, NMH1, A Boy and his Blob, ect.) has been able to break a million and NMH2 certainly doesn't seem like it'll be the one to do it. ... view replies

Re: Review: Castlevania: The Adventure ReBirth

Oh Snap! This guy on on a GameFAQs thread (http://www.gamefaqs.com/boards/genmessage.php?board=973241&topic=52944933) found out that there is a level select in C:TAR. Simply hold right while highlighting Game Start for about 5 seconds and you'll be prompted to save, after which you'll be able to go to any level you've beaten and continue from there. You'll be able to select any level you've beaten on whatever difficulty setting you've chosen (for example, if you've gotten to level 4 on Hard Mode, you'll only be able to choose from levels 1-4). This should eliminate the "no saving" problem. ... view replies

Re: Review: Castlevania: The Adventure ReBirth

This game is totally mostly worth the wait.

Nice analysis on the basic gameplay of Classic Castlevania games. I've always imagined that the only reason there even is a whip (hilariously called Vampire Killer) is because the developers wanted their game to be based around the mid-range combat you (Jonathan Holmes) described and that is the best weapon they could think of to serve to that end (also Indiana Jones is a great movie series).

Speaking of that, playing this game made me come to the conclusion that the series as a whole is simply a playable version of Universal Monster movies and a touch of Ray Harryhausen, with the Belmonts playing the role of Van Helsing. It's the only way to explain the stupidly awesome idea of combining Frankenstein's Monster, The Wolfman, Mermen monsters, Mummies, Animated Skeletons, a demon king version of the Vampire Dracula, and far more into one mythos (also, Monster Squad is awesome). Most of the older mythos-rich games were essentially playable permutations of other medium's stories (Mario = Alice In Wonderland, Zelda = King Arthur/LOTR, Mega Man = Astro Boy) so I'm satisfied to finally have found what Castlevania is standing in for.

While there is little to compliment the game for, by which I mean it's a great Castlevania game so it would receive the same compliments any other great Castlevania game would (blah blah interesting level design blah unique bosses blah blah blah), I do have a few more complaints to add to the list on the off chance that a series developer would even be reading this.

*The first three levels are a bit too similar in look (especially 1 and 3). A little more variety in color scheme (like part of level 2 and all of 4 and 5) would have gone unappreciated (because I wouldn't have noticed it, thus I wouldn't have complained about it)

* As John mentioned, this is not likely a game that will increase the series's fanbase. One of those reasons is because the Castlevania series seems to refuse to make Super Castlevania's changes permanent. I have two brothers who like the Castlevania games, yet have never finished a single game in the series. However, the closest they came was in Super, which they both agree is great. I watched one of them play some Rebirth (quitting partway through level 5) and he spoke two things loud: "Damn it! Why is the Subweapon Up+Attack?! I accidently keep using it." and "Screw that bat! If I still had the Super Castlevania whip, I would have hit it!". Those Super changes made a lot of the moments less skilled players would have been annoyed by (The ones they would call bullshit) disappear. Plus, the 8-way whip is awesome.

* Level 5 is insultingly long. Why is that level so long? They could have easily split it in half, made the first half level 5 and made the second half level 6. Instead, you have to struggle through how insultingly long it is. Seriously, you could have taped any of the first 4 levels together (with their secret paths going one after another) and they probably still wouldn't have felt as long as level 5. Holy crap!

Otherwise, this is a great addition to the series, and like Wintersocks I have to cheer on the return of the Classic Castlevania games over those mostly boring skrulls that had taken over the name since 1997. Long live the beefy Conan dudes! ... view replies

Re: Mega Man 10 trailer has lots of robot master hints

I don't think that Mega Man IV 2.0 looks promising. Seriously, the levels (and likely Robot Masters) seem completely uninspired. I'm tired of exploring Desert (Pharaoh Man), Ice (Ice Man, Blizzard Man, Frost Man), Fire (Fire Man, Heat Man, Shadow Man, Flame Man, Sword Man, Magma Man), Electric (Elec Man, Spark Man, Bright Man, Cloud Man, Plug Man), and Sewer-based (Toad Man) stages. Can't they make something new? The color scheme itself looks like someone somehow made a NES puke (good call Brad Nicholson), and the music is completely flat (doesn't even come close to comparing to Tornado Man's Theme).

You know, when a bunch of people complained about Mega Man 9 being in 8-bit as nothing more than a marketing ploy to take our money, the proper response was (and apparently still is) to call those people morons. After seeing the 10 trailer, I may owe those people a partial apology. They still aren't right about the graphics or the old series being obsolete (most of these people seem to also want a return to the X series), but if Mega Man 10 is as underwhelming as its trailer suggests, they were right that Capcom is exploiting nostalgia in order to sell their crappy level designs to us on the the basis of being Mega Man. This looks like a disappointment. I hope it stays looking like a disappointment rather than actually being one, but my hopes are low. ... view replies

Re: The 3rd nominee for Destructoid Game of the Year 2009

The nominations should stop now. NSMBW is the return of the king of video games: 2D Mario. After seeing all the pretenders to the throne ascend and descend (one of those pretenders being another Mario series (the 3D ones)), never being able to hold on to the spot, it's amazing to see the king finally return and take back his rightful place. No other game is going to stand the test of time more than NSMBW will (except for its own sequels), thus it is the best game of the year and likely the decade (although a great argument could be made for Bejeweled for decade). Long Live The King! ... view replies

Re: Mega Man 10 announced, headed to Wiiware

SHEEP MAN!? WTF is this shit!? Who on the MM10 team honestly thought that a good basis for a Robot Master would be a motherfu**ing sheep!? I'm happy to hear there is a MM10 in the works, but I can't get over how stupid of an enemy Sheep Man is. He makes for a baaad (I'm so sorry!) first impression. His gimmick doesn't even have to do with being a sheep. His attacks are all cloud based. Why not name him Cloud Man? Oh right, because they already made him for Mega Man 7! If you're going to make a Robot Master, him being an honest threat is essential to make the design work. This is partly why Snake Man and Hornet Man are good (Animal) Robot Master's and Toad Man and Sheep Man aren't. Toads and Sheep are not threatening! SHEEP MAN!? Seriously!? ... view replies

Re: Enter Dynamic Zan: Nintendo of Japan's first M-rated game

Basically it's a multiplayer hack-and-slash in the vein of Earth Defense Force 2017? Sweet! ... view replies

Re: New Silent Hill: Shattered Memories trailer is rocking

Why don't Akira Yamaoka and Mary Elizabeth McGlynn start a band already? ... view replies

Re: Robin Williams named his daughter after Princess Zelda

Where Jimmy Fallon failed on SNL, he shines as a late-night host. His audience participation bits have a lot of energy, he has the most relaxed interviews on late-night (i.e. his guests seem to enjoy his company more than other late-night hosts), and he's even showing off that he may have been holding back on SNL (his impressions are far better here, as is his ability to hold himself during the show). Seriously, give his late-night show a chance. I'm 90% positive you won't regret it.

Here's his impression of Neil Young covering Will Smith just to give you a taste: http://www.hulu.com/watch/110736/late-night-with-jimmy-fallon-neil-young-sings-fresh-prince ... view replies

Re: Hot new SSFIV trailer shows Guy, Cody and Adon in action

Can I still get a "joke" in, even though everyone has already commented on the voices and how they're mostly pretty good? Ehh, screw it, I'm doing it anyway.

If you know Japanese, you can "cringe" at the Japanese voices too. ... view replies

Re: Choke to death on these New Super Mario Bros. Wii screens

From what I've seen the stomp mechanics are integral to the multi-player. Competitively you could slam your opponent down to be damaged or get something before them while Cooperatively you can use it to gain height to reach pipes or items or bosses that would be tougher to get solo. Similarly, all the preview vids I've seen (there are a ton on the American NSMBW site) don't seen to suggest any problem with the camera. Of course, I haven't played the game and you have so you have more experience than me, but from what I've seen I don't think I'll have a problem with the game. ... view replies

Re: Choke to death on these New Super Mario Bros. Wii screens

Who are these "most consumers" for you. Are they LBP's 2.5 million customers, or NSMB's 19.5 million customers? Also, online play is nice (and might be implemented into the next game) but it isn't necessary for what'll be the majority of NSMBW's customers (parents buying for the kids). As for the 4-player play, I assume what you've played of it is in crowded events (i.e. uncomfortable) over your home (comfortable). Perhaps your tune will change once you have the full game in your hands. ... view replies

Re: Choke to death on these New Super Mario Bros. Wii screens

@Magnalon
2.5 Million is a failure. Sony's got plenty of other games that make money. LBP's purpose was to make customers, and it absolutely failed in that regard. In no way did that game up the sales of the PS3 and thus increase it's amount of customers.

I didn't say that LBP was all user-content. I said it relied on it. The professional levels, while nice, don't have staying power like the levels in games like Mario or Sonic. Couple this with the game's weird control (floaty/loose), and you don't have much of a replayable campaign. But that was going to be okay because there would be tons of great levels to play on the games online mode, except there weren't. Media Molecule forgot Sturgeon's Law, which states that 90% of everything is crap. Looking for good levels in LBP's online mode makes you think that Sturgeon was being too merciful.

Which leads into your "Brand Recognition" point. Tell me, what brand recognition did Pac-Man have before it was released? Super Mario Brothers? Sonic? Wii Fit? Any successful first game ever didn't have a brand to build off of, yet they went on to millions of sales through the absolute best advertisers a business could hope for: A satisfied customer. Word-of-Mouth is more responsible for sales than anything else, and every great product has had fantastic word-of-mouth. From the sales, it seems few customers were singing LBP's praises from the rooftops, which means few other customers were rushing out to get it. It may be a good game, but it isn't a timeless game.

As for NSMBW, maybe LBP has more levels, but are they as fun as the ones in NSMBW look to be? Are they replayable for infinity (previous Mario games certainly are, and if NSMBW is great, than it should be too)? You mention amount of content, but not quality or demand, meaning do these levels hold up to classic Mario (which NSMBW is trying to beat) and do people even want to play in LBP's playstyle (the floatiness of the controls is one of the game's most common complaints)? NSMB's sales seem to put the odds (and the customers) in NSMBW's favor.

I don't hate LBP, but I don't sing its praises either. After beating the professional campaign, there is nothing left for me to do (since it isn't timeless like classic games are). Compare that to 2d Mario games, which are replayable to infinity (something I hope NSMBW will hold up (looks likely)). It's pretty obvious which series will continue getting my cash, and which one won't. ... view replies

Re: Choke to death on these New Super Mario Bros. Wii screens

@ToadofSky
Yes I do, my good man. It's practically one of the things I'm known for on this site.

@runtheplacered
Sony hyped the shit out of LBP. It was set up as the PS3's savior (i.e. something to steal those "Casuals" away from the Wii). It only sold about 2.5 million copies. That's a pretty big failure (considering what it was supposed to do).

VGChartz page of LBP: http://www.vgchartz.com/games/game.php?id=12390®ion=All

As for the user modifications on PC games, you forget that the most popular of the user-modificated games (like Doom or Starcraft) did not rely on user-modification. They shipped with huge campaigns and tons of maps of professional content, and those was those games selling points. The user-modification is a bonus, but never replaces the professional content.

I didn't link to Yahtzee's video to share in his opinion. I happen to have the same opinion, and I felt he covered what I felt nicely. As for just getting a laugh, while Yahtzee exaggerates anger in his videos, he doesn't pick on something for the sake of picking on it. He seems to honestly dislike or like whatever he mentions in his videos, while being entertaining at the same time. ... view replies

Re: Choke to death on these New Super Mario Bros. Wii screens

@Indigo Dingo
Little Big Planet failed because it relies on User-Generated Content. Most people aren't game makers and don't really want to be. That's why we buy games. To play things made by professionals. You didn't need LBP if you wanted to make your own levels or play levels made by "normal" people. There is nothing stopping you from playing the hundreds of thousands of Flash games available or from downloading Game Maker and making levels yourself. You know why you likely didn't do that? Because you respectively don't want to wade through the thousands of shit flash games to get to the few good ones and you don't have the time, energy, or want to devote to making your own game.

That's why people are so excited for NSMBW. NSMBW is a game which looks to be filled with professional, fun content. Pop it in, play the game. It's that simple, and it's why people want it.

Also, here is Yahtzee's review of Little Big Planet, which sums up the game perfectly: http://www.escapistmagazine.com/videos/view/zero-punctuation/530-Little-Big-Planet

@The Post
So freaking excited! This game looks to be as imaginative as NSMB wasn't. I'm buying an extra Wii Controller (total of 3) just so me and my brothers can tackle it multi-player without having to trade off. Now if only I could freeze myself for 9 days... ... view replies

Re: New Super Mario Bros. 'could' outsell Modern Warfare 2

As others have said, through the rest of '09 Modern Warfare will likely outsell NSMBW by a few million. But lifetime sales are heavily in NSMBW's favor. Likely by the end of next year it will outsell MW2.

That said, we seem to forget that NSMB was released during the Spring. Considering NSMBW is being released so close to Christmas, that may give it the edge it needs to outsell Modern Warfare 2. I mean, it'll be an easy sell for Mom to get it for the kids. ... view replies

Re: Iwata: Wii situation cannot be defined as healthy

@Holmes
Now that's what I'm talking about!

You're completely right in respect to home consoles not being as interesting to consumers as portable consoles. Although, that's been the truth since the release of the Game Boy. No home console has been able to outsell whatever portable system was out since the release of the Game Boy. Still, there are to many easy answers as to why (portability, cheaper price), so I'll tackle the larger one: Games. It's always been about games. Not specifically the ones "Hardcore" think are great, but the ones all think are great. I'd say that home consoles truly lost out to portable ones when the portables kept making pick-up-and-play games (like Arcades, Atari, and the NES) while home consoles starting getting more cinematic games (not pick-up-and-play). One of the not referenced enough reasons for the Wii's success is returning this pick-up-and-play style of games to the forefront (Wii Sports, Wii Fit, Mario Kart Wii, WSR, likely NSMBW), which is lacking on other consoles.

Of course, there's also the social element. Thanks to the wireless abilities of the DS and PSP, it's much easier than on earlier systems to play multiplayer (the PSP's biggest reason for success in Japan is probably due to Monster Hunter), and it's all local. The Xbox/PS3 don't support this local play as much as the Wii does (i.e. Everybody buys a copy of the game and goes home to play on their system in constrast to everybody playing in the same room (What happened to at least the option of 4-player split-screen?).

But anyway, that still doesn't really answer why the Wii's sales are down. What did the DS/PSP do in the past year (other than continue being great) that would lower Wii sales? I can't think of anything, so I still submit that the problem is that Nintendo flubbed it big time in late '08/first half '09 by not releasing any heavy hitters (Wii Music was supposed to be it, but apparently that game relied far too much on user-generated content (you make the songs!) over professional content)). Wii sales should probably go up with NSMBW (a game that looks positively brimming with content) and hopefully it's high sales will send Nintendo back on the right path. ... view replies

Re: Modern Warfare 2 is GameStop's most preordered game ever

I'd say its the most hyped. I'm pulling for NSMBW to be the real big boy. ... view replies

Re: Iwata: Wii situation cannot be defined as healthy

Jim, are you the least interested why the Wii suddenly lost its massive momentum? Do you not remember one of the laws of motion (it will sort-of make sense when applied to the Wii): An object in motion stays in motion, until something stops it (or something like that. I can't remember it perfectly). Meaning, there is no reason why the Wii should have just stopped selling "because everyone who wants one has one". At current, the Wii has sold about 50 million of itself. The population of the U.S.A. alone is somewhere near 350 million, so logic dictates that there are plenty more people to sell the console to. The Wii lost its momentum, strangely enough, for the reason every Wii-hating troll has belted since day one: No games. Later 2008/first half 2009 had basically no heavy hitter. Wii Music didn't do its job like previous games in the Wii sereis did, and that cost Nintendo big time. It was their inaugural step into User-Generated Content games, and it freaking destroyed the Wii. Couple this with third-parties continuing to refuse to take the system seriously, and you have the Wii not stopped but slowed down. That's why this and next year you see Nintendo tossing out sequels to earlier popular games (Wii Sports Resort, Wii Fit, New Super Mario Bros. Wii): They are transitioning back to making games with content, and are taking a recuperative break with the sequels (though they probably would have made them anyway) while they prepare their comeback in later 2010/early 2011.

Point is, Jim, could you (and the rest of the Destructoid editors (bear in mind, I love the site and find most of the writing to be informative and/or entertaining)) at least try to analyze why the Wii lost its momentum over simply tossing out the "common knowledge" remark that a system "has" to lose its momentum over time when you guys do one of these blog posts on Nintendo's waning sales? ... view replies

Re: Unused Super Street Fighter II Turbo HD Remix intro

Well, the old intro was never really cool either. There was simply no reason to keep this or the old intro when people just want to get on to playing (and when it was weird in the first place anyway). ... view replies

Re: SPOILERS: Full game of Castlevania Rebirth on Youtube

Quick correction: Michiru Yamane did not compose the ST for any Castlevania games pre-Bloodlines. Bloodlines was her first ST, SOTN her second. She only contributes to Castlevania games produced by Koji Igarashi (excluding Bloodlines). Here is a list of Castlevania games she worked on: http://castlevania.wikia.com/wiki/Michiru_Yamane ... view replies

Re: SPOILERS: Full game of Castlevania Rebirth on Youtube

Good on you to attempt more of the older games. I highly recommend Super Castlevania if you haven't tried it, and Castlevania 2 is a nice first attempt at a free roaming style (the AVGN made a point of saying he doesn't actually hate the game and is simply staying in character when he continues to hate on it), as long as you have access to GameFAQs anyway. I actually prefer the American Dracula X to the Japanese Rondo of Blood, primarily because I feel Rondo of Blood was going into the SOTN style a bit.

Hey, I love the series music too! Personally, while I like Yamane's tunes, I feel her work on Bloodlines (her first soundtrack) is vastly superior to her later work. Similarly, when I think Castlevania, I always think about the classic tunes (Vampire Killer, Bloody Tears, Beginning, Bloodlines, Simon's Theme) over the SOTN/post-SOTN work (Dracula's Castle, Lost Painting, An Empty Tome, Wandering the Crystal Blue are all great tracks, but I don't think up to the level of the older stuff). Don't get me wrong though, it's all great and one of the major reasons Castlevania (Classic or SOTN) have such a devoted following.

Anyway, the music in level one of C:TAR is from the Bloodlines ST and is called "Resurrected Soul". The game's ST is made up of old tunes. Here is a GameFAQs thread that details all the songs that are in the game: http://www.gamefaqs.com/boards/genmessage.php?board=973241&topic=51960852&page=1

Woooo! ... view replies

Re: SPOILERS: Full game of Castlevania Rebirth on Youtube

I didn't deny that there were some areas in SOTN and its babies (especially OOE) that have some platforming goodness (in what I outlined as the definition of a platformer (the NES)). But they are rare. I haven't played SOTN in a few months, but the only real platforming areas I can remember in that game was some portion of the upside-down castle that had these spiked objects on the ground that would come together and hurt you if you stepped between them (of course, if you wanted to spare the time, you could simply stand on the safe platforms until your magic replenished and you could skip the entire thing with the bat) and a small portion of a spiked area that you had to go through in order to get the spike breaker armor (not really platforming though, since you fly through with the bat). Similarly, AOS had like what, 3 rooms with genuine platforming challenges (i.e. don't fall or your gonna get hit). OOE came closer with some genuinely fun areas that required actual platforming skill, but they were way too far apart and mostly squeezed in between classic SOTN walking (I can remember the Death's Lair portion of Castlevania and the supremely awesome Training Hall (now that's what I call a platformer level! I'd pay for a game that was just stuff like that! Luckily, C:TAR should satisfy my wish)).

Off that last remark, the SOTN games feel like walking to me. You could say it's the difficulty or the mostly non-dangerous levels, but SOTN are the games that feel like nothing more than going right or left to me. It's a pleasant stroll through the for some reason beautiful Castlevania, while the classic games are a goddamn struggle through the ugly and drab horrors of Castlevania and the lands it's infected. Maybe you're right. The SOTN games are forward movement, because there's nothing in your way. Classic Castlevania is about forward movement, with everything trying to push you back.

The controls and style of the older games were a conscious decision, and had nothing to do with the times. For proof, Ninja Gaiden was released a year before Castlevania III, so it had already been proven that smoother controls could be implemented. Castlevania III itself has a character (a pirate named Grant Denasty) who is faster that Trevor and can control his jumps (i.e. he could move back and forth like Mario or MegaMan). Later games on more powerful systems (like Super Castlevania, Castlevania: Rondo of Blood.Castlevania X, and Castlevania Chronicles) mostly kept the limitations of the older games. This was all done to keep the satisfaction of the impeded forward movement that is the series (classic series) core (i.e. like wading through a torrent of water).

As I've said before, while I've certainly had some fun with the SOTN games, they aren't my style. I see them as a spin-off series to the CC games, for all the reasons I've mentioned. To me, the games are some rather blandly designed rips of Super Metroid and I much prefer the older games to them. Please don't take my thoughts on the SOTN games too personally, since this is the way I experience them and is not reflective of the way others experience them (thought there are certainly others who prefer the older games to the SOTN games).

My remark on old fogey is based on the dictionary definition (an excessively conservative or old-fashioned person, esp. one who is intellectually dull). I feel that the way you described fans of the older games (which includes myself) fit that definition, and did not appreciate it. I've said that the old games are not an ancestor of the SOTN games, but more like a cousin (like tigers and leopards). It seems that I can't convince you differently (it's cool).

Anyway, happy (vampire) hunting! ... view replies

Re: SPOILERS: Full game of Castlevania Rebirth on Youtube

@lovemana23
This is going to be fun!

About calling SOTN and its children "Platformers", I find that name to misused on the SOTN games. While you could say that any game that features jumping is technically a platformer, I don't think that that's what many think of when you say platformer. A platformer is a 2D action game with a focus on jumping and a chance of dying from falling in a pit (as mentioned later, the level is as much an enemy as the enemies). SMB/Mega Man/Classic Castlevania are all platformers in this sense. SOTN and it's ilk are not. They are more of adventure games tuned to a 2D plane and made more action-like rather than puzzle-like. The levels in the majority of these games (basically SOTN and Metroid) aren't enemies, but locations. In a platformer (as I previously described), the levels are as much an enemy as the actual enemies themselves. The closest the SOTN/Metroid games get to being platformers is the occasional room with spikes or a lava pit (Metroid is closer than SOTN on this). Otherwise, these games don't fit the classic definition of a platformer (which, thinking it over, is almost any game from the NES library that would be referred to as a platformer).

SOTN (this will also refer to its sequels as well for the rest of my post) is not about forward movement. It is about exploring (filling in) the castle (map). Enemies can be avoided with ease (especially later on in these games) and the level design is not anywhere near as dangerous as in a classic 2D Platformer. There is simply nothing impeding your progress other than whatever power-up you haven't gotten. The enemy isn't the level design or the monsters, it's the shear size of the castle and the unclearness of where to go. Your health is not deteriorated by whatever dangers are present, but more by not knowing where to go and thus having a hard time dealing with the present dangers since you have to see them respawn so much if you went the wrong way (which is likely).

SOTN is not a successful attempt at improving Castlevania. As I've said before, Castlevania were known as 2D action games with the core and difference being the forward movement made satisfying by how chunky the Belmonts are. Belmonts plod at a somewhat slow pace. It's a sort-of "get ready, cuz here I come" feeling. It's almost like playing a serial killer like Jason or Michael Myers, because no matter how slow you are, you are going to catch up, you are going to win. Maybe that's what's so satisfying about those older games. The "slow" movement enhances the going forward, like you won't be able to believe how far you've come, and all the things that couldn't stop your progress (because you became so good).

SOTN did not improve on those games or that feeling. SOTN is a successful attempt at expanding what could be considered a Castlevania game, but it did little (if anything) to improve the games that came before it. It's a different game in the same series (like the difference between 2d Mario, 3d Mario, and RPG Mario).

From the sounds of it, you simply don't like the Classic Castlevania's that much. That's cool. If you like the SOTN style ones, I've got no problem with that and I can understand why. But don't claim that I or anyone else that likes the older style games is some type of old fogey. Classic Castlevania and SOTN are two completely different style of games. Classic Castlevania is like walking through a torrent of water that's barreling you back but you pushing forward through the force, while SOTN is like being stuck someplace you don't know and trying to find out as much about it as you can. Both can be satisfying for different reasons (one for the pride of making through a tough challenge, the other for starting out knowing nothing and ending with complete knowledge of whatever you didn't know anything about) and both should be allowed to exist. ... view replies

Re: SPOILERS: Full game of Castlevania Rebirth on Youtube

@The Silent Protagonist
Ecclesia is not really a different game to SOTN. It's the same game, only with all the areas split up rather than as part of one big castle (which shows up later anyway). Classic Castlevania is more than just a level-based game. All that stuff you don't like about the CC's (this will be the abbreviation for my post) is what make it a CC game. The reason for this is that the CC's are all about forward movement. Every enemy is as much an obstacle to your constant forward drive as a step or pit. The "stiff" controls are a part of this, since any failure on the player's part sends them back, since any enemy attack will send you back (impeding your forward movement). It's also why the whip is the primary weapon in the first place. It allows you to attack from afar and keep your forward movement going. The SOTN games by contrast are not about forward movement. They, like the Metroid games before them, are about exploration, which is fine and dandy for what they want to be, but isn't at all what CC is about.

Saying that, I'll add that I would like some mobility in the games (such as Super's ability to reaim jumps (and man, they should totally bring back the 8-way whip and swinging)), but not so much as to take away from what the game's core is (forward movement). Ninja Gaiden is nice, but it has all the mobility because it's about being a ninja, which requires speed. Castlevania is about being a big, beefy dude who totally hates vampires (at least it used to be), so I like that C:TAR is going back in that direction (and hopefully future games will try to improve on whatever its successes are).

@Gem
DON'T download a NES and SNES emulator and then DON'T download ROM's of all the classic games you've heard about, because if Ecclesia is one of the best games you've ever played, you have not played many games (and seriously need an introduction to the classics). ... view replies

Re: Miyamoto wishes you'd like Star Fox as much as he does

I love Star Fox! It's just too bad Nintendo stopped making them after 64 (Dinosaur Planet=Rare, Assault=Namco, Command=Q Games). ... view replies

Re: SPOILERS: Full game of Castlevania Rebirth on Youtube

@GEM
I do not like SOTN or its spawn. However, my problem isn't with the games themselves. Their existence doesn't bother me. What did/does bother me is that they basically stopped making the Classic Castlevania's (which I vastly prefer (and whose gameplay I associate Castlevania with)) once SOTN became a success. All Classic Castlevania fans got were very distant releases (2 of which were mainly remakes). As such, I'm ecstatic to see the classic-style return with Castlevania: The Adventure Rebirth. I'm hoping that it ends up successful, so that the Rebirth won't just stand for Konami's dipping their toe into WiiWare, but also for a Rebirth of the classic-style games themselves. ... view replies

Re: SPOILERS: Full game of Castlevania Rebirth on Youtube

I'll take any decent-to-great Classic Castlevania game over those sheeps in wolves clothing that have been calling themselves Castlevania any day!

Release date, Please! ... view replies

Re: A clear up from my last blog.

@deBLOO
That's good to know. This blog post is too "hidden" away to count, so good on you if you do link to it in a future "long" post. I'm not here to crucify you. I just abhor plagiarizing.

You really shouldn't not care what I think just because I don't play with other Dtoider's. It's nothing personal against the Dtoider's. I don't play online in general because I don't like it. Without other people there, I just see it as some advanced version of Single-Player mode. In other words, I prefer local Multiplayer and have a hard time seeing other characters (even if they are played by people (and even with voice chat)) as not bots. My point is that me not being that version of friends with you or other Dtoider's shouldn't make my criticisms count for less. No matter who it comes from, the criticism should be able to speak for itself (though I do understand that it would mean something more from someone you'd consider a friend).

Also, I don't think I need to play with other Dtoider's to be an active part of the community. I post when I see something interesting, I've gotten in some shouting matches with other posters (intelligent discourse, I'd say (i.e. it was about representing our views rather than insulting each other)), and I like the site (I have it bookmarked and I read it frequently). I've chosen my level of commitment to the site, and I think it's a level that you could call me a Dtoider.

Anyway, even if it means nothing to you, if you do as you said you would (link to this post in your next "long" blog post), know that I would be square with you. ... view replies

Re: A clear up from my last blog.

I don't care! You didn't even bother to link to BigMex's blog post in the first place, and your entire post made no reference to the fact that you didn't write the majority of it. You passed it off as your own. In college, that would be worthy of immediate expulsion. I don't even know if you actually contacted BigMex and he "chuckled about it" (i.e. you can say anything on the internet without having to back it up). Until I see any proof that he really did the things you say he did, all I see is a dirty, rotten Thief.

P.S. I'm certainly no "Internet Matlock". I'm an avid reader of BigMex since sometime last year and I was around when those posts were originally put up. That's how I recognized that "your" brilliant post was actually his. The worse thing is that several (if not the majority) of the people who stumbled into your stolen blog post will not read my and others declarations of Thief or your apology. They will continue thinking that that brilliant post about Fei Long and SF character design is yours. What a shame.

P.P.S. I'm not above forgiveness. I just want to see BigMex himself deliver it. Otherwise, what guarantee do I have that future blog posts of yours aren't really from others that you "forgot" to credit? ... view replies

Re: Thoughts on Fei Long that lead into fighting genre thoughts.

Once more!

Thief!
Thief!
Thief!
Thief!
Thief!
Thief!
Thief!
Thief!

de BLOO is a no good Thief! He stole from BigMex, nearly word for word! See for yourself here: http://www.1up.com/do/blogEntry?publicUserId=5533646&bId=8935305 ... view replies

Re: Thoughts on Fei Long that lead into fighting genre thoughts.

If you're not BigMex (which I think you're not), then fuck off Thief!

BigMex's original article: http://www.1up.com/do/blogEntry?publicUserId=5533646&bId=8935305 ... view replies

Re: Black Wii Remote and Nunchuk hits shelves November 16

This is actually a save. Regular Wii Remotes are sold for 40$, with Motion Plus at 20$. Together you can get this black one for 10$ less than the items separately. ... view replies

Re: Rumor: New, more powerful DS coming in 2010

If Nintendo isn't completely stupid (Some of their recent decisions have been idiotic), then there won't be a DS2. Better graphics/more power wouldn't sell to anyone but a fraction of the people who bought a DS. A smart Nintendo wouldn't release a successor to the DS. A smart Nintendo would release a killer to the DS. ... view replies

Re: Capcom: SFIV's Abel could have been a little girl

Correction: I meant "people who want SF to turn into SNK", rather than the other way around I accidentally sent it as. ... view replies

Re: Capcom: SFIV's Abel could have been a little girl

This character is uninspired and completely misses the point of SF. Uninspired because the way he's (?) described he sounds like a reverse Makoto (Makoto is mistaken for a boy), and missing the point because the most classic SF characters have been pure, clean fighters. Sure, they are capable of 20 foot diagonal leaps and some of them can harness their spirit energy to into physical attacks, but that's because SF is about fantastical representations of fighting/fighters. This girl ain't it. She was scrapped because she quite simply sucks.

Abel needs more defending that he gets. Along with El Fuerte (minus that chef bullshit) they're the only half decent designs in SFIV. With a little more work they could have been part of II and not had anyone bat an eye. But we get people who want SNK to turn into SF because they think it's "boring". "Boring" apparently creates characters who stand the test of time. I'd like V to be "boring".

P.S. "Boring" means inspired design that has a respect for actual fighters (like II and the better I,EX, and III characters). ... view replies

Re: Tim Schafer misses platformers more than adventure games

Schafer hit it right on the nose. There hasn't been many decent platformer games over the years. Note, I think when Schafer means platformers, he means 2D action games with a focus on jumping, like Mario or Sonic. Braid isn't an action game, so it's not a Platformer. Prince of Persia is 3D (and more focused on acrobatics), so it's not a platformer. NSMBW, now that's a platformer, and hopefully for Schafer and gamers everywhere, the resurgence of the genre. ... view replies

Re: Castlevania: The Adventure Rebirth screens pop up

Magnalon, I agree. It'd be nice if Nintendo released games like Castlevania: Rebirth on both the Wii and the DSi, so neither audience has to miss out. DSi is pathetic, and a game like this (or the upcoming Shantae) would really spruce it up. Hell, why not offer the audience a general account that could be tied to both a Wii and a DSi, so they could play their games at home or on the go? More people would buy from the Virtual Console if they had more control over the games.

On Topic: Yes! I've missed these level-based Castlevania games. I don't hate the SOTN ones, but they've never been "Castlevania" games to me. It was as much a crime for Konami to stop making the "Old-School" Castlevania's when SOTN became a success as it was for Nintendo to stop making 2D Mario games once SM64 became a success. I'm glad to see both companies came to their senses.

The game itself looks great (like a souped-up Super Castlevania). While my ideal Castlevania game would have 8-way whipping (screenshots don't feature it), I'll still enjoy the hell out of this as long as the level design is fun and the music is bumping. Release date please! ... view replies

Re: Review: Brutal Legend

I'm not surprised.

Schafer has always been a talented writer, making hilarious quips and fantastic characters to deliver those quips. But none of his games have ever actually been good games. They've always been masked by his absurdly fantastic writing. I've always felt that Schafer is in the wrong medium. I'd much rather watch Monkey Island: The TV Series or Brutal Legend: The Movie than play either of those games. Hell, the games might be better if the story wasn't something they had to worry about, and instead just had to be simple platformers or beat-em-ups based on TV series/movies.

Now if you'll excuse me, I must find a suitable flame shield (Remember, I did say his writing is great). ... view replies

Re: Nintendo Wii downloads: Final Fight 2 and stuff

John, that may be true (I haven't played it), but since the SNES version of Final Fight lacked multiplayer and FF2 doesn't, that makes it a more worthy purchase for me. Plus, it still has Haggar! ... view replies

Re: New Super Mario Bros Wii as hard as Contra?

I gotta go with Hcapt. A lot of Wii Sports Resort's games are either tough in the later levels (Swordplay anything), or are really hard to score high on (Archery, Power Cruising). That's about as "Casual" as games get.

Another example: Anyone play the DS game Big Bang Mini? The main mode is rather easy (especially when you get an upgrade that allows you to shoot insta-killing fireballs at no cost) and not replayable (aside from the bosses). But near the end you unlock something called Challenge Mode, and that game is tough as hell (especially after 300,000 points) and feels like an Atari (i.e. Arcade) game. It's also far more fun than the main game, and the only reason I don't consider it a wasted purchase. I like to try to beat my score during commercial breaks.

Also, SMB2 (JPN) is overrated. I played that game, and it is not a platformer. It's Braid's granddaddy: A puzzle game disguised as a platformer. You can't run through the levels like in other SMB games (even 2 US let you do this to an extent (i.e. when you weren't looking for keys)). Hell, sometimes that screws you from being able to beat a level (2-2). I like it, but given the option I'd play SMB every time (because it's an action game). ... view replies

Re: New Super Mario Bros Wii as hard as Contra?

I'm not sure, but I think the MTV guy primarily found the game hard because of the other players, and not because of the game itself. He mentions more on his post about the "Super Guide", but it still sounds like the primary reason for the game to be hard is that your friends/family are dicks.

Also, Retro game is a little off, isn't it? What, just cause it's a platformer? Are we really claiming that that's a retro game? 4 player-Mario sounds new (and awesome) to me. ... view replies

Re: WET developer A2M might do more original IP

B-Game to me sounds like a way of saying, "Oops, our game sucks! We better add some niche comedy to try to at least sell to the crowd who still think that a gun-toting generic chick spewing generic cool lines is still awesome (a word the internet has done it's very best to kill)".

You know what, screw original IP! How about A2M make a fun game out of their current licenses first. Companies like Capcom and Wayforward didn't groan when they made games off of kids shows and toys or whatever. They treated every game as something that should be good and fun (you know, a game). Some of Capcom's high reputation still comes from their era of fantastic Disney license games from the NES and SNES era, while Wayforwards dedications to good games, even from licences, has allowed them to recently start making original IP's along with remaking older games in the industry (and of course, the return of Shantae).

A2M should gain some skill making their license games fun, then take that skill to making fun, original games. ... view replies

Re: Is the PlayStation motion controller called Sphere?

@Shadowiii
A fad that's gone on for three years and has had massive business success? That sounds like the opposite of a fad. That sounds like straight-up change.

By the way, why is it that when anybody mentions controllers (hmm?), they neglect to mention we haven't been using the Xbox 360 controller for the past 30 years. Pong and a couple older consoles used a dial, Atari had the Joystick, and Nintendo brought in the NES pad. Since the NES, we haven't bothered changing the controller, only "improving" the last one (pad). Nintendo has found the next steps (touch screen, Motion Control), and has started their company (and all of gaming) on that path.

Motion controls are the future. If you can't accept them, you'll be left in the past with the old farts who still moan the death of the Atari Joystick (they exist). Someday they'll be good enough for you (that day is probably now with Motion Plus, and you just won't be enticed until some good games are made with it (and I won't fault you for that)). Otherwise... (Games just to be good back in my day!) ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

@sleipnr
No, I haven't. The cast of SFII alone will not guarantee sales. SFA3 had most of the II cast in the arcade (and all of it in home releases) and it didn't bring back SF. The cast alone wasn't why II succeeded. It was the entire experience. SFIII couldn't bring it back, even though it's a well designed game with memorable characters, because it's nothing more than a sequel to II. The cast doesn't matter alone, the entire experience does (although, Necro and Gill did poison the water by being too weird, making people remember the entire III series as "full of freaks", despite their being only 4 (Q and Twelve as well). SFIII didn't feel significantly different to the average player (as didn't SFA) to SFII.

Why would the cast of II matter? Would the cast of II bring in new players, or would it simply entice old ones? The sales of IV suggest the latter.

As for IV being a dumbed-down SF, that's far from the truth. SFIV has all the old difficulties of past SF games, with new difficulties like Ultras, Focus Attacks, Focus Cancels, and more. There is so much shit to think about that it's quite frankly maddening. I'm not surprised that many people would see the game played and think to themselves "Wow! I'll never be able to be good at that game". What they really mean is that it would take to long for them to get to the fun (the actual fighting) from the training (learning special move inputs), and so they don't want to try.

For SF to return to prominence, it must kill II. The entire system must be scratched for one that is simpler, for the gamers who simply can't get the grasp of SRK motion's, 360's, and Charges. Extra stuff, like 2 supers at once (Super's and Ultra's), Dash's, Focus Cancels, and other things might have to go to. It would have to be a game that asks why people don't play SF now (controls are difficult, too complicated) and fixes those issues. Believe me, if a fighting game manages to take the world by storm again (whether it's SF or not), it will be one that understands why people want to play (play as a badass fighter (no silly anime designs like C. Viper or Juri) and compete against friends) and that limits the amount of things in the way to play (no confusing motions or overtly complicated system). "Hardcore" fighting gamers will likely hate it, but that won't matter, because the "Casuals" will love it.

As an example, you know who was on the path to getting it right? David Sirlin, the designer of SSFIITHDR. He originally had a plan for bringing back SF back around '06, but it was denied.

The pitch:http://www.lion-gv.com/v09/Portfolio/game-design/street_fighter_iv/sf4-concept-doc.pdf

Check out page 6 detailing the control scheme. Sirlin mentions that to many players have problems with the standard SF controls, so like Turbo Revival, he would offer a control option to make them incredibly simple.

His game wouldn't have made more money than IV. I'm just using his pitch to show that some people are at least partway to understanding how to gain more customers.

This control scheme does work well to gain more customers, as does appealing to a customers wants (and this means customers who don't have an interest in the game as well. Everyone is a potential customer). The best selling fighting game of the past 10 years is Super Smash Bros. Brawl. Like its predecessors, SSBB delivers what customers want (play with all their favorite Nintendo characters fighting each other) while keeping the barrier to entry very low (there is a button that is specifically used to perform special moves). While SMB isn't the killer, its very likely the killer's ancestor. Look at how much the tourney players (the most "Hardcore" of fighting game players) scoff at the SSBB players. They hate that game, and its customers. I suspect the killer of II (hopefully a future SF game) will likely take inspiration from SSB.

Word to ya muther!!! ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

@Goutetsu
*Has a panic attack*. Breath in, Breath out!

Holy crap! Why the hell do we do this!? Are neither of us capable of being succinct? I seriously considered not responding and letting you "win" by Filibuster alone. But we know how us nerds operate. Here we go again.

I'll try to keep the numbers bit short. You're right. SFIV has beaten any console version of SFA or SFIII. But those games were released during a time where patience with SF was wearing thin. All those updates were too much to keep in your head, and with like 30 different releases of various games in the series, it was hard to care. Plus, with SFIII, it wasn't even given proper releases. Capcom wasn't willing to make the game work for the consoles at the time of it's release (basically the PS), and it's only proper release at it's time was on the Dreamcast, a system that died fairly quickly.

SFIV had a lot going for it. It was released several years after the glut of SF games in the 90's, so it wouldn't be seen as stale (ugh, another SF game!) or have to compete against other SF games (other SF releases were as big a competitor to later SF games (Alpha 3 and 3rd Strike) as other fighting games). It has the return factor (nostalgia) going for it, which wasn't possible for Alpha or III since the other SF games were still in use at arcades and had frequent releases (not fresh). It was released as perfect ports on the current systems pretty close to its arcade release. And there's no denying the heavy marketing/hype the game released under. SFIV was given every break that earlier SF games didn't have. And it still didn't do that well.

I don't really think that SSFIV will cause the death of the franchise, in the sense that SSFIV will be released and hellfire will rain on the offices of Dimps and Ono's division. I think SSFIV is a harbinger of SF repeating the same mistakes that killed SF in the first place. I still expect a V, but maybe not a VI.

As I've told you, I've never seriously played VF or Tekken. But I'll try to say something. It doesn't matter what either of those two games do. SF should concern itself with selling to its customers, not selling against competitors, with improving itself, not trying to be directly better to its rivals. After all, it's SF that was the phenomenon, not VF or Tekken. It shouldn't be as good or better than VF or Tekken, it should be out of their leagues.

I don't deny that updates can improve games. But I'm not sure they ever truly needed them. SFII already had all the characters that would be playable in HF. The code simply hadn't been finished. SF Alpha is an unfinished Alpha 2. New Generation is an unfinished 2nd Impact (There's even mostly finished Hugo sprites in the code). SFIV is a mostly finished game (even if it did drop T. Hawk and DeeJay partway through development). Maybe SSFIV will improve SFIV. But it won't sell better than it. More doesn't sell (WW to HF shows that). Different does. Interesting does.

I love everything about SF. I don't like the games just for the gameplay, just for the characters, just for the environment, just for the music, or everything else that makes the games. All those things have to come together to make the game, the experience, work. When one or more of those things is/are off, it weakens my experience, my fun. SFIV is off (its offness is why it used so many old things).

SF can come back to prominence. The problem is that SFIV isn't even trying to do so. To stay in the public eye, to be prominent, would require SF to continuously keep making new fans, to keep being interesting and giving people a reason to play.

You used Mario as an example of a series losing sales as it went on. But you're example is faulty. I'm going to skip SMB's 40 million for a sec (I've got a good reason that I'll address later) and have SMB3 be the first game sales. We all know SMB3 is one of the best selling games of all time, selling a total of over 18 million on NES (and more over other releases). When SMW came out, it sold a bit more than SMB3 (20 million). But then, when SM64 was released, it sold less (about 11 million). That's not because the N64 sold less than the PS (contrary to popular belief, they were about equal), but because not as many people were interested in 3D Mario as they were in 2D Mario (they are not the same type of game). SMS and SMG continued to sell less well than SM64 and the 2D Mario games (even the Super Mario Land games sold better (18 mil and 11 mil respectively). It wasn't until Nintendo released NSMB that Mario returned to prominence (19 mil and counting). Point is that there's an example of returning to prominence (and just you wait for NSMBW to shock everyone). It can be done.

Better example: When Nintendo released the NES packed in with SMB (told ya I'd come back) the package managed to sell immensely. But as Nintendo went on they forgot their audiences and style (games the whole family could enjoy) and went more and more inward. The SNES-N64-Gamecube's were entirely competing for a select dollar of kids who could be manipulated to hate other systems (Gasp! They created fanboys!) and buy theirs exclusively. They competely forgot about Mom, Dad, Aunt Uncle, ect. and had focused on the manipulatable kids. The marketing at the time and since then was even at making systems look cool rather than fun. As a result Nintendo saw diminished sales as more and more people left gaming, and they were forced to squeeze more out of whatever customers remained. But then, someone came up with an idea! "Forfeit" the race, and sell back to the customers who left, and those that had never really started. The Wii packed with Wii Sports sold like bonkers, with Wii Sports overtaking Super Mario Bros. as the best selling game of all time. It is always possible, no matter what anyone says, to return to prominence, even from last place.

Umm... I'm supposed to be talking about SF, aren't I? Ok.

The point of that major aside is that it is always possible to return to prominence, provided you understand the audience. SFIV/SSFIV aren't even trying. As SF went on, it became more exclusive, more fan baiting, more complex, but never really more accessible and by association, fun. SFIV is by far the most complex game in the series, the most fan baiting, the most exclusive. SFIV isn't bringing in any new fans. It sells near exclusively to old fans.

For SF to go back to II levels and higher, it can't simply try to match or beat SFII. It has to kill it! It has to make it look ancient and useless. People who start with this fictional killing SF game should not even want to play the older titles. It has to be a phenomenon all it's own.

The reason I want Capcom to make a SFV that does this is because I love SF so much, and I don't want it do die out. SFIV and SSFIV are bigger dinosaurs, not seeing the meteor that will destroy them. One day, maybe in some kids head right now, there is a small mammal that will survive, and become the new dominant species. On that day, the dinosaurs will gone.

This game, the killer, will likely be hated by the classic Fighting game gamers. I wouldn't be surprised if this game took cues from Super Smash Brothers (it's not the killer, but it's definitely the first step in the evolution of the killer). But the "casuals" will love it.

Man, I can't believe I spend so much time and energy on something I don't even get paid for. Can you? ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

@Goutetsu
I'm looking forward to to it. ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

@Goutetsu

*Figuratively cracks knuckles*

I'll start with the sales figures. I could go to any video game selling website and post an adress to it, but it might be considered unreliable. So how about I let Capcom itself do the work for me. Earlier this year Capcom released a list detailing it's best-selling individual games and series. I couldn't find the original post on their site (it's there, but I wasn't willing to click through pages and pages of old posts), but here's a copy of the list on Wiki:http://vgsales.wikia.com/wiki/Best_selling_Capcom_games

As you can see, Capcom's best selling game ever is SFII:WW on the SNES. 6.3 Million copies of that game sold. The next best selling game is the SNES version of HF, with 4.1 million copies. So only about 2/3 of the original buyers where willing to snag the update. The next update, SSFII for the SNES and Genesis, sold only 2 million copies. That's 1/3 WW's sales, and that one was on two systems. Both those updates (talking SNES here) had 4 additional playable characters, and yet each update had 2 million less players caring enough to purchase.

Of course, that list was released back in May, so Capcom hadn't yet added IV to the list (after all, it had only been out for three months). As of June (VGChartz hasn't updated past June), SFIV has sold a total of 2.5 million copies (it might be up to 3 by now, though based on it's drop past week 8 (check the individual pages of the PS3 and XBOX 360 on the site) I'm not sure), with about 1.38 on the PS3 and 1.24 on the XBOX 360. Together, they barely beat Super II (which was also on two systems), but don't come close to beating HF (which was on one system). The series sold less, and that's Capcom's own facts. So what's this massive financial success of SFIV everybody's mentioning ? I don't forget to mention that SFIV probably cost a lot more to produce and distribute than SFII did, and Capcom doesn't get the massive arcade sales in addition to console sales with IV that II did.

Do I think sales signify how good a game is? No. But I do think they signify how much people want the content of the game. It's important for Capcom to figure out why people were less interested in later SF games if they ever want it to sell as well as II did. It can't have been the characters, because Alpha 3 and SFIV also had the majority of the II cast, and yet they didn't sell as well. So what is it?

I can't really tell you about those other games cause I either haven't played them, or barely invested any time in them. When it comes to fighting games, I really only care about SF and Super Smash Bros. Those are the most fun for me, since the general systems and characters are better to me than in other games. I'm not interested in KOF since most of the charaters look "cool" rather than like fighters. I don't care about 3D fighting games since they've always felt sluggish to me compared to 2D fighting games. I don't care about GOW since it feels a little generic to me (although, I don't care about FPS's past Duke Nukem, and TPS's past RE4, to be honest). I don't care about GG since it's super complicated and the general design is off-putting. Fifa and Madden are sports games, so no (I generally like the exxagerated sports games, like NBA Street or Mario Tennis). Anyway, point of this paragraph is that I can't detail those other games you mentioned since I haven't played them/haven't played them enough. Moving on.

Wait, Wait! Super Mario!? Are you kidding on that one? SMB2 was different as hell to SMB (mostly because it literally was a different game, but still). And SMB3 was such a massive difference to SMB it blew anyones mind who played it. It's one of the defining videogames of all time! Kinda a little off on that example weren't ya?

Anyway, SSFIIT is the best game in the SFII series (well, HD Remix is, we're talking long time ago), but it didn't have to be. Remember how HF was supposed to be the last game in the II series, and how The New Challengers were tentative SFIII characters? Well, guess what else would have gone into III? Akuma, Air Juggles, Super Combos, and more were all planned to be in III, but were forced into II. SSFIIT is the best game in the II series, but not because it was supposed to be. It was best because all the ideas for III were reconfigured for it by the demands of the higher-ups.

Hell, Alpha 3 and 3S aren't even really the best versions of their individual games. Alpha 3 needlessly separates Supers and the Variable meter into selectable styles (no more being able to choose in a match one or the other), and it's music and stages are freaking terrible compared to Alpha 2. 3S, while adding Makoto and Chun-Li (not many cheered for Q and Twelve), along with it's awesome ST, wasn't the massive step-up 2nd Impact was to NG (though it is still the best version of III, it's more because of refinement than any actual change).

I don't claim to speak for anyone than myself. I just don't care to write IMO after every "radical" thought I have, since we can all tell it's my opinion by virtue of the fact that I said it: http://www.thebestpageintheuniverse.net/c.cgi?u=boiling_blood

I never even said that I wanted every SF game to only feature new characters. I just don't need every SF game to shove every character into itself. If the game is at least 50/50, I can dig it. SFIV has far more old characters compared to new ones. If the rumors are true of a 35-character cast, than only about 21% of the cast is new (and Seth doesn't even count for me, so it would be more like 18%). That's what you call a new game?

I do care about core mechanics. The mechanics of IV feel to me like some gimped love child of all the other SF games. It both doesn't feel significantly different and a little stale. The only thing I do like is the FA (I'm not a Parry fanboy), but it's far too weak to be of any use (FA and Focus Cancel are different moves, okay?).

Whew! That's a bit much. I love doing these internet arguments. I get to test my writing abilities (they probably suck, but I'm an honors student compared to the internet), get to get my thoughts out in the open, and maybe start a couple rivalries. I don't think I'll ever get tired of this. ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

Addendum: The Nerd makes a similar point about the II updates in this video-http://www.ScrewAttack.com/AVGN/2006/Sequels ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

@DinnerTimeNinja and Goutetsu

I say SF started to fall during II because it's never been as popular as it was during the early versions of II. SF was a massive craze back then. People couldn't get enough of the series. Yet, at some point MK overtook it (and kept taking it), along with other attacks by SNK. The only reasons those companies kept persistently working (despite having inferior games) is because SF didn't look like it was evolving. The public saw SFII, then they saw SFIICE, then SFIIHF, then SSFII, then SSFIIT. The series wasn't willing to count past II, yet other games were already on 2 (to public saw II as I) and by the time Alpha came out their 3's. Alpha wasn't as popular as II, and III was even less popular than that. The Crossover games with Capcom were the only places where SF found some public success again, but it still wasn't close to enough. SF had lost its craze early into II and had become just another series (even if still something of a golden boy (though dimmed)).

To take a cheap shot, the only reason there even was a Super SFII and Super Turbo is because Capcom were greedy whores. The brains behind SFII had meant to move on the III after Hyper Fighting (hell, The New Challengers were tentative SFIII characters), but Capcom forced them to make more SFII. After they were done with their contractual obligations, 2 of the 3 brains behind II left the company to work for SNK, giving Capcom even more competition than they already had from the very men who gave them something other companies competed against.

The remaining brain, not knowing if he could pull of a III by himself, took the safe route and created Alpha, a game set before II, allowing him to use II characters, I characters (most of which were well designed), crossover in some Final Fight characters (also a well designed game with memorable characters), and a few newbies. This allowed SF to bide it's time until they could come up with a worthy successor to II. Of course, it didn't matter, since the SF craze had wilted away at that point, and a follow-up would have to be as mind-blowing as II in order to start it up again. With Alpha already releasing it's own update (unnecessary one at that, since Alpha 1 was an unfinished Alpha 2 (stupid decision to release an unfinished game)), and itself having served as a not amazing follow-up to II in the public's eye, III had a lot to live up to. It didn't. SFIII is an amazing game. But at the end of the day, at it's basest, it is a sequel to SFII, and not a revolutionary step-up (to the public). It couldn't bring SF craze back.

So I don't know my history, huh!?

Anyway, I could care less about a "new" engine. A new engine means squat to me if it doesn't have (good) new characters to play around in it. It's like moving if you moved to a new town and found out that all your old neighbors moved there as well. Sure, you're actually in a new place, but it already feels stale since all the people are the same. I don't care how Dudley would fare against Zangief! I care how (new character) fares against (new character). Having the entire cast of II there just makes it feel like an update to Super Turbo. Having a bunch of the characters from Alpha and a few from SFIII makes it feel like SFA4. The new characters feel like they're intruding on older SF games, rather than starring in their own.

So it all comes back to what I felt was wrong since the beginning. This isn't SFIV. This is still a SF All-Stars game, marketed as a new game in the series, but it isn't. It's the videogame equivalent of a Greatest Hits record that a band snuck a couple of new songs onto. ... view replies

Re: Game SERIES Debate to the Death! SF VS MK

So one-sided. SFII was the beginning of the Fighting Game Craze of the early 90's, and it's Super Turbo/HD Remix updates remain among the best fighting games ever made. Later games in the series such as SFA, SFIII, and the Crossover games are nearly as remembered and loved as it is. There's no beating the one true champ.

Bonus: An actual sequel, and not the cheap remake that IV is. ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

@John
Yeah, I guess. I'm not really sure whether you're making fun of me or not. I've made that same argument before, but I didn't feel like repeating it for the 800th time.

Actually, the real reason SF died out is because of the many different versions of the series. There were 5 SFII's, 3 SFA, 3 SFEX's, 3 SFIII's, and the various crossover games that also used the characters. You can't expect the public to remain interested when the game they just bought/spent time on would become obsolete in 6 months. Combine that with the series's continues dipping into the SFII well (I like Alpha, but it was a mistake (and of course the constant updates to II)), and the series becoming to complicated for its own good, and you've got an abandoned series.

Also, since SFIV is essentially SSFIIT 3-D, I don't know why you're interested in SSFIV, since that game sounds like SFA3 3-D. ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

@infraredChimera
Yes, it does! If Capcom doesn't make new SF games it's effectively dead. Just because it has it's older entries played in tournaments doesn't mean it's alive. Only a few fighting game fanatics play/watch those tournaments. The public doesn't give a crap about them. New games are living SF. Lack of new SF is dead SF. ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

@Topher
What? You didn't notice those 9 years where no new SF game was released? Sounds like an effective death to me (at least till it's pathetic resurrection with "IV"). ... view replies

Re: Guide: How to STFU about Super Street Fighter IV

Correction: 2 new characters. The other 8 or 6 are returning. I can't believe how many people are happy about playing older characters.

Yeah, new characters would suck (actually, the current team does suck at new characters, but that's beside the point). I want to have the same moves and strategies I used 10 years ago. No changes please.[/sarcasm]

SF died because they had 8 million different updates and people didn't want to deal with it anymore. SFIV is repeating the same mistakes as it's predecessors. This is the third version of the game in under two years.

And Juri sucks. Her whole design is made to look "cool". There's not a single bit of classic in her.

This guy says it better than me:http://www.capcom-unity.com/bigmex/blog/2009/09/28/who_the_heck_is_juri ... view replies

Re: Super Street Fighter IV news & video round-up

Yo guys, there aren't 8 new fighters. There are 2. 6 are recycled, and one of those two new ones is disappointingly bad (par for the course for IV).

Seriously, this new girl has no chance of making it into classic SF character design. She looks like she should be in an SNK game (what character have people said of that before?). Chun-Li, Cammy, Sakura, Ibuki, and Makoto (and Elena and Rose a little) are as classic as character design gets. Clean and crisp. They aren't overtly flashy, but they also shine through with personality and thought put into their characters. Juri looks like some fan made her up.

I shouldn't be surprised. Abel alone was the sole good character added in IV (El Fuerte would have passed with me if it wasn't for his insulting Chef bit (way to respect Lucha Libre Capcom!)), where the rest of the characters didn't at all match the greatness of the classics. IV competely misses the
point by either ripping other characters, or forgetting the series is called Street Fighter, as in people who look like actual fighters (okay, exaggerated, but still believable in a fantastic way) and could throw a punch.

I'm not going to stop anyone from enjoying IV. Hell, I'll admit it's a good game (because Super Turbo is a good game). But damn if Capcom isn't willing to advance the series. SF Alpha and III didn't kill SF (hell, they tried to save it!). SFII did. It looks like history's repeating itself and the fans cheer as it happens again.

P.S.: Even though I hate Capcom's shameless reusing of older characters ("for the fans". Ugh!), I'm glad T. Hawk and probably DeeJay made it in. For the longest time I hated those characters along with everyone else. Then I actually started playing as them. That's when I realized I love DeeJay and T. Hawk, and the only reason I hated them was because I was supposed to (group mentality). Hell, I'll state that T. Hawk and DeeJay are the best additions to Super II, and among the best characters in SF period. So stand proud Thunderfoot Warrior and Kickboxing Rhythm-Man, you are worthy! ... view replies

Re: Suda 51 un-clearly clarifies No More Heroes' future

@HCapt
Jinx! Buy me a Coke! ... view replies

Re: Suda 51 un-clearly clarifies No More Heroes' future

@Magnalon
Aside from agreeing with PEICanada7 and megaStryke, I'd like to add that appearing on the HD Twins would cost a lot more money. Selling more copies on the HD Twins doesn't mean more money was made, since they have to sell more copies to make a profit considering how much they spent to make a game there. Developing for the Wii is vastly cheaper than developing for the HD Twins, and for a niche game like NMH (and company like Grasshopper), that's something they couldn't pass up.

@Revolution
No. What would it matter if it did? The Wii has 1/1 control already (with Motion Plus), and even then NMH2 isn't using it (so the controls are based around basic motion control rather than 1/1 motion control, further meaning it wouldn't be different on the PS3 unless they remade the game with purposeful 1/1 motion controls). ... view replies

Re: Wii price cut rumors point to September 27 drop date

@HCapt (sorry if the following is scatter-brained)
I think Motion Plus is Nintendo trying to clean up the ocean of any redness that has occurred so far. With few people other than them trying to make Blue-Ocean games (and even they haven't done spectacularly there), it's started to look like a small selection of not-great third party games, of both "casual=retard" and "blood/quirky=hardcore" variety, competing for the same dollars. It won't work immediately, but perhaps with near 1/1 control third parties will actually start making games that customers want.

Anyway, how long does the Wii keep getting to make money until it can't anymore? As long as it remains high-value in the eyes of the customer. That means Nintendo keeps making games that people want. Of course, if other companies do start offering equal experiences (don't look for S/M to do this. If anyone, it would be the Apple and the IPhone Touch or EA with Peter Moore's fantastic understanding of Nintendo's success(though that's still not the very best they could get in competition, since Apple isn't a game-company specifically, and EA isn't a HardWare company)), then the Ocean will become bloody with all companies offering similar products, only being able to undercut others to prove their value.

I don't see that happening for a while for Nintendo if they steer back to Blue-Ocean and spend the rest of the Wii's life there (7-12 more years if done right). But eventually if Nintendo's smart they'll kill the Wii the right way, with a superior product, not the wrong way they've been doing lately, with devaluing the current product.

As for competitors products, I don't expect to see anything of real interest from S/M. That Eye Pet game you directed me to already looks like a quirky knock-off of Nintendogs that doesn't understand why that game sold. Microsoft also doesn't understand why Nintendo games sell, since as early as NXE they've been ripping and getting wrong what Nintendo has done (Avatars are bigger and "better" Mii's. They don't have any original look to them. Don't look for retro game shirts in 20 years to feature Avatars). All I see from S/M are copycats. A real competitor to the Wii wouldn't copy it. It would destroy it. ... view replies

Re: Wii price cut rumors point to September 27 drop date

@HCapt
The Petz series doesn't sell as well as Nintendogs because they're nowhere near as good of games as Nintendogs is. The quality is obviously lower all around. Still, they sell well enough because they're still decent (but not great) copycats of a more popular game. They're essentially the store brand bread compared to Nintendo's Sara Lee.

Blue-Ocean is to sell to the customers, to always give them what they need. Red-Ocean is to undercut the competition. This price cut is another steer toward the Red-Ocean of competition directly with competitors to sell to customers what is already available, rather than the Blue-Ocean strategy of finding what the customers need that they don't have and thinking of them only (screw the competition).

Truth is, the price cut of the Wii is nothing more than a Red-Ocean move. Nintendo has no reason to fear S/M with their price cuts, since they don't offer anything that Nintendo's customers want. Yet, some big wigs at the company allowed the old, Red-Ocean tactics to seep back into their brains and scare them into this price cut.

Perhaps it had to do with Wii Music's failure. The Wii lost it's momentum and Nintendo was left confused by the abysmal sales of that game (and the declining Wii sales that came afterwards). In this moment of confusion they forgot the Blue Ocean (well, the kind-of already did with Wii Music, but they didn't realize it at the time), and allowed the Red-Ocean to seep back in and make such a stupid decision. When NSMBW releases and sells out in days, Nintendo is going to realize what a dumb mistake they made. Hopefully, this will cause them to readjust themselves back to the Blue-Ocean. ... view replies

Re: Wii price cut rumors point to September 27 drop date

@HCapt
They're nice trailers, but I'm not sure anything will come to fruition with that game. Let me detail why Nintendogs sold so well, then compare that to what Eye Pet will do (based on the trailer).

Nintendogs sold primarily to people who wanted to have the experience of having a dog, who for various reasons couldn't (parents wouldn't allow, didn't have the time to devote fully to care).

Assuming that pet, or something like it will be in Eye Pet, I can't see that filling a need. Kids (and people) want to take care of real animals, not some little monkey-dog.

Nintendogs has a realized world and goals that coincided with the care of a pet. This helped keep up the illusion of owning a dog (which is what people bought the game for).

Will Eye Pet do this? Will it be able to create a little room for the dog or competitions for it to participate in (Nintendogs don't live in limbo.)? The trailer simply shows it bounding around on a white table, and coming into existence from nowhere. Can I be made to believe it's a real animal that needs my care (for 10 minutes a day at least)?

Building off that, being on the DS gave it a sense of feeling. You could physically interact with the dog using the stylus, something that wasn't readily available before on other systems.

No real feel on the pet in Eye Pet. You're petting air.

Finally, portability. Tamagotchis sold immensely in the 90's for their ability to make you feel like you were taking care of a living creature (even if not one that exists in real life) and for letting you do that anywhere. Nintendogs is on the DS which allows it to accomplish the same things (with the addition of being about a real animal too).

Eye Pet doesn't have that. It's confined to the home.

So, as nice as those trailers are, I don't think Nintendo has anything to worry about Eye Pet. While they're only trailers, I doubt Sony understands why Nintendogs (and Tamagotchi's in the past) sold so well. Their game looks like a quirky copycat with less desirable content and ease-of-use(that's from what I gather from the trailers they've released). ... view replies

Re: Wii price cut rumors point to September 27 drop date

I'm surprised at the number of comments so far that agree that 50$ won't do crap for Wii sales. Good one, Destructoid commentators! Count yourselves smarter than Nintendo's business team (for once).

This price cut (which is nearly guaranteed at this point) is seriously the dumbest thing Nintendo has done since last year's Wii Music debacle. All this says is that Nintendo has lost their confidence, and are trying the rookie tactic of price cut to get back sales. Sales would have gone back up with the release of NSMBW (hell, they were already going up thanks to WSR).

S/M were no threat. Nintendo's majority customers (the expanded market gamers) don't see anything worthwhile on the HD Twins. They would see them as copycats that wouldn't have the games they wanted. Hardcore gamers (the most vocal "buyers") would never be satisfied by the Wii until it took the same dead-end, "Hardcore" path as the other systems, and they would still hate it (GameCube).

Strike one was releasing Wii Music, a game with a heavy-focus on User-Generated Content (in other words, No Content), that killed the Wii's momentum. Strike two is this price drop, which shows the customers that the Wii's value is seen as less by the company itself. Nintendo will still reign on top, and it'll sell the Wii and DS in bonkers numbers (to the fury of the "Hardcore). But they better not strike out again, or that will truly be the end of the Wii and of gaming itself (S/M sure don't seem interested in expanding gaming. They'll let it shrink and ring out what they can until it's no more).

P.S. (Whistles) (Whistles) (Whistles) BABOOM!: http://seanmalstrom.wordpress.com/ ... view replies

Re: Sony: ICO would have sold if its box art didn't suck

I don't think that ICO would have sold much better with different box art. The content in ICO doesn't appeal to much. It's a niche game. ... view replies

Re: Dreamcast 2.0: Is the Wii headed for a certain doomed fate?

@Tascar
I'd hardly call it trashed and showered when only me and HCapt mentioned him, and we both wrote thought-out posts that did nothing to personally attack Nihon.

The reason we mention Malstrom is because so many people (including Nihon) are misinformed. They put their own takes on Nintendo's business with the constant threat of "Doom" at it's footsteps. How the hell is the market leader, that has been outselling it's competition by ****loads, for years, in any danger (aside from itself, as I've mentioned)!?

Malstrom is a real student of business that analyzes the Wii's impact without putting his personal feelings into account ("This isn't personal, this is strictly business"). If you read his blog, you will notice that he does like the Wii (while feeling nothing for the HD Twins), but he doesn't let it affect his points (he himself has attacked Nintendo for it's stupid User-Generated Content era and lowered price of the Wii).

As for the Blue Ocean, there is not a single credible business school today that doesn't make "The Innovators Dilemma" and/or "The Blue Ocean Strategy" required reading. They are that important. Nintendo themselves have mentioned the books and used their terms for the past few years (to the point that people think they invented them). ... view replies

Re: Dreamcast 2.0: Is the Wii headed for a certain doomed fate?

@Doomsday Forte
Aside from the points I made in my third paragraph in my first post, it also loses customers rather than gaining them. Anybody who was waiting on the Wii for a price cut now will wait longer. After all, if they price cut once, who says they won't do it again (S/M both price cut their consoles multiple times)? And seriously, it's only 50$ less. Was that really that big a deal? Are there really any customers that thought they'd go without food if they bought a Wii at 250$, but at 200$ see it as a steal?

Also, I love the misconception that the Wii sold because it was cheaper than the other consoles. The Xbox 360 Arcade has been 200$ for quite a while now, but that hasn't made it even close to impacting the Wii's sales.

Media didn't talk up the Wii because of it's price. Katie Couric talked about the Wii because of it's games. We haven't seen the media so positively reacting to games since the NES era. In that same vein, people bought the Wii because of the games. Wii Sports and Wii Fit are more appealing than Metal Gear Solid 4 or Gears of War (selling a ****ton more is all the proof I need)

Nintendo should never have acknowledged S/M. They have not been in competition with them. While the big HD dinosaurs have fought each other in the warzone of super-expensive tech and "Hardcore" games, the small rodent Wii has been preparing itself for the great meteor (another game crash) with it's focus on expanding gaming (both to people and the perception of what a game is). Considering how much more the Wii has sold than the Xbox/PS, I don't know how any person can honestly think that Nintendo is in any danger from S/M, or should have acknowledged them. I thought S/M's motion controls would wake people up to the Wii as the victor, but I hoped for too much.

Sony hitting gold with the PS3 Slim? That's a laugh. They more likely hit a sewage valve. They were already losing tons on the classic PS3's, and now they lose even more on the Slim. People don't buy a console because it's cheap. They buy it for the games. Sony didn't have worthwile games at 600$, and they don't have worthwhile games at 300$. I'll have a great laugh when the PS3 Slim's sales drop back into classic territory, and the "Hardcore" try to explain it away.

That "gasoline" example is not correct to correlate gaming to. With gasoline, the only thing you can offer is a better price. The only strategy is undercutting the competition. The 2 home gaming systems out now (the Wii and the HD twins) offer vastly different experiences. The Wii has it's expanded market games, while the HD Twins have their "Hardcore" games. More people are interested in the Wii's games than in the HD Twin games.

Your last paragraph is, to put it frankly, just idiotic. You asked me what would be bad about dropping the Wii's price. I already gave you major reasons in my first post, and another at the beginning of this one. Yet then you go and make this post highlighting a more obvious reason why a lower price is bad for the Wii. It will make less money. Selling a million dollar game one million times is better than selling a 10 million dollar game 5 million times (you understand what I'm trying to say, right?).

I can't explain any better than that. My recommendation? Read Malstroms blog and site. He explains much better than I do. I put up the addresses in my first post. Go and learn something, or better yet, unlearn what you've currently learned (I saw another Dtroider write that, but I can't remember his name. If I could I would credit him). ... view replies

Re: Dreamcast 2.0: Is the Wii headed for a certain doomed fate?

Addendum: I know that Warioware:DIY is not a Wii game. I was just using an example of another User-Generated Content game that Nintendo made. It and Wii Music's failure are probably what set Nintendo back to the drawing board. The next year is a transition period for Nintendo where they release safe sequels (Mario, Metroid, Pokemon) while they come up with their comeback plan, which will hopefully remember that the customers want games with content and that they shouldn't give a **** what S/M do, since they are dead in the water (their aping of the motion controls being their last splashes before they sink underwater) and while Nintendo still has a chance to reach the promised land (even with the shot arm and leg they gave themselves). ... view replies

Re: Dreamcast 2.0: Is the Wii headed for a certain doomed fate?

The only people who are any threat to the Wii are Nintendo themselves. Their dabbling in User-Generated Content games (Wii Music, Warioware: DIY) effectively killed the Wii's momentum. After Wii Music bombed (2.5 mil is a bomb for the Wii (considering Wii Fit has gone over 20 mil and WSR has made near twice Wii Music's sells in under 3 months) Nintendo lost some credibility that would not be able to be fully recovered.

Nintendo has recently screwed themselves yet again by lowering the Wii's price. By lowering the price they sent a message to the customers that they are competing against Sony and Microsoft, that they are a threat, that they are in any way equal to them. Huge mistake that very few game sites are catching on too.

Nintendo has been screwing up royally since about Summer '08. Strike one was killing off the Wii's momentum with Wii Music (A user-generated content game meaning a no-content game). Strike two is chocking the Wii's credibility with this price cut (now everybody is going to think that the Wii is a lesser console that sells to "casuals" only and that it's probably still continuing high sales are because of it's low price and not because of it's great games (Morons! WSR was already bringing the Wii's sales back up and NSMBW and WF+ would have skyrocketed them. Why the **** did they price cut!?). Nintendo still hasn't lost, but if they make some dreaded Strike 3, then you can consider them lost (and in the same dead end situations as Sony and Microsoft). I only hope that somebody in that company gets their head back on straight and resets them to their glorious 2006/2007 time, before it's too late.

But don't just take my word for it. Check out Malstroms blog and site if you really want to understand.

Blog: seanmalstrom.wordpress.com
Site: malstrom.50webs.com ... view replies

Re: New Shantae game for DSiWare? Yes, it's real!

@PEICanada7
Could it be because Monodi (and the rest of the people who want Shantea 2) doesn't have a DSI and doesn't want to buy one for a single game (no matter how good it could be)? ... view replies

Re: New Shantae game for DSiWare? Yes, it's real!

I'm joining in the DSIWare Exclusivity complaint. I'd gladly pay for this game, but I'm not buying a DSI to do it. Plenty of lesser games with less cult value manage to get published so WayForward should try a little harder to get this game on a DS Card. ... view replies

Re: Review: Contra ReBirth

@John
Yes, but I also said I watched a playthrough on YouTube, so I know what happens. I also also said that Rebirth only misses the point a little. Fighting a space worm standing on top of debris hurtling towards Earth is definitely something I approve of. Not so much Lance dressing up as a woman (is that supposed to be a reference to Tango and Cash?) or the president talking like a dude.

I probably will try the game someday, and I'm sure it's decent (although, as you've said in your blog preview of this game, it really does look like added-on Contra III levels).

P.S. This review has scared me off watching Last Action Hero: http://thatguywiththeglasses.com/videolinks/thatguywiththeglasses/nostalgia-critic/9999-lah ... view replies

Re: Review: Contra ReBirth

@Nubc4kes
Which is kind-of why I don't like Neo Contra (also, the gameplay itself is lacking, but that's not the point). All those classic Schwarzenegger/Stallone movies are great because of how ridiculously, awesomely manly they are. If those movies actually acknowledged that ridiculousness, they wouldn't have endeared to us so much. As a kid (and a little as an adult), you honestly believe that if you try, you really could be that badass.

That's what Contra is about. That part in all of us guys that wants to be an action-movie badass, living out that ridiculous fantasy through our controllers. Shattered Soldier, Neo Contra (especially), and this one (a little) don't want to be part of that fantasy that the older games and 4 were so willing to indulge in. They want to be "funny" rather than Awesome. ... view replies

Re: Review: Contra ReBirth

It still doesn't look very interesting to me (I saw a Youtube playthough), but I admit 2 players (Contra 4's lack of download multiplayer was it's biggest failing (and I like that game!)) and no BS non-sidescrolling levels (nobody likes those (why the hell where they in Contra 4? I would have rather had 3 more side-scrolling levels!)) might turn me around someday.

Although, I'll miss Contra IV's grasp of the true nature of Contra. I feel that Shattered Soldier, Neo Contra, and this one missed the point by trying to get it at all. Yes, it is absolutely ridiculous that there would be guys who are so GRRR MANLY!!! that they could hang onto missiles, but the "seriousness" is part of the fun. Once you start having the games be tongue-in-cheek, it's no longer as funny. Once you start acknowledging the ridiculousness, it's no longer really ridiculous, but a conscious decision. ... view replies

Re: Analysts predict Wii sales will continue to drop

@NihonTiger90

"sadly, graphics still sell above gameplay, even in this era."

Wii Fit (21.83 mil): http://www.vgchartz.com/games/game.php?id=7480®ion=All

Wii Play (24.11 mil): http://www.vgchartz.com/games/game.php?id=2666®ion=All

Wii Sports Resort (4.1 mil in less than 3 months): http://www.vgchartz.com/games/game.php?id=24656®ion=All

Metal Gear Solid 4 (4.19 mil): http://www.vgchartz.com/games/game.php?id=6970®ion=All

Gears of War 2 (5.17 mil): http://www.vgchartz.com/games/game.php?id=16548®ion=All

End point: Gameplay almost always sells the game, not graphics. The two "Hardcore" ultra graphics games sold far less than the "Casual" shitty graphics games. I don't even forget to mention that, of the current game systems, the DS has the shittiest graphics and is stomping every other system out there (as do it's highest selling games). ... view replies

Re: Analysts predict Wii sales will continue to drop

Nintendo has no reason to lower the Wii's sale price. It may be in a slump now, but you can be guaranteed sales will rise back up once New Super Mario Bros. and Wii Fit Plus are released (along with Wii Sports Resort still selling like crazy).

Nintendo just needs to wait it out. Lowering the sale price won't guarantee higher sales for long. They'll eventually reslump if the console's value isn't perceived as high (i.e. not enough quality games for certain customers). That would leave Nintendo with the same number of consoles sold with less money being made (because of the lowered price).

If they do decrease the price, I'd assume it would only be to 200$, because of the removal of Wii Sports (which is 50$). That would really mean that the console itself is not selling for less, the package would simply be gone. Alternatively, they could keep the current price and repackage it with Wii Sports Resort/Motion Plus. ... view replies

Re: More wall-meat! Castlevania ReBirth gets ESRB-nounced

@Dan Citi
They already did, 6 times!

Link: http://en.wikipedia.org/wiki/List_of_Castlevania_games ... view replies

Re: More wall-meat! Castlevania ReBirth gets ESRB-nounced

Freaking Finally! I've waited forever for the series to return to it's roots as a level-based platformer. I mean, I know people like the Metroid style ones, but that was no reason to stop making the level-based ones. It was almost as stupid a decision as when Nintendo stopped making 2D Mario games in favor of 3D ones. Just because people like the different take is no reason to stop making the original take.

Anyway, I do hope that they don't forget the advancements of Super Castlevania. That game came up with 8-way whip control, swinging, and a separate button for the subweapon, only to have all those advancements dropped in subsequent entries in the series. I don't know why they dropped those things, though I sure would like them back.

Otherwise, here's hoping. ... view replies

Re: Quick Blog: Contra ReBirth Impressions

@A New Challenger
Oh! I only used Jimbo/Scully in Challenge Mode. Thanks for the correction! I might try one of them in Arcade the next time I play. ... view replies

Re: Quick Blog: Contra ReBirth Impressions

I might as well follow Megastryke in anal-attentiveness.

There is a file in Contra IV's sound test that has Jimbo/Scully say "Let's Attack Aggressively" that wasn't used when selecting one of those characters (for some reason). Is it the same sound (it should sound like a bad George W. Bush impression)?

Also, how much not as good as Contra IV is it? I've seen some Youtube videos of Rebirth and it looked like it focused more on jumps and bosses than on shooting cannon-fodder. ... view replies

Re: UK Charts: Batman is better than Wii Sports Resort

Jim, if you'd allow me to ruin your high for a moment, Wii Sports Resort came out five weeks ago and it's still #2 on the charts. That really speaks to the public's want of the game that it only now got beaten by a popular license game.

Also, each version only beat it by about 100,000/130,000 each: http://www.vgchartz.com/weekly.php?date=40055&boxartz=1# ... view replies

Re: Street Fighter IV 50% off this weekend on Steam

@Sanious
Well, you won't like my Ultra reasons since their basically the same thing anyone complains about. Every round you are guaranteed a high damage attack that takes an average of 5-10 seconds to complete if hit.

True, the start-up frames are much larger for an Ultra than for a Super (for instance, Ken can't even anti-air like a Shoryuken with his Shippu Jinrai Shinryuken), but it's still annoying.

I mean, it is a reward to bad gameplay. A good player won't even have to have an Ultra, while a bad player could pump out to with certain characters.

Plus, why are majority of the characters given Super and Ultra that are the same move? Why two Hadouken's, two multi-grabs, and two Raging Demon's (this one shows a complete misunderstanding of SF Lore. The Raging Demon is an Ultimate attack that puts its user at risk. How can Akuma have two!? Couldn't they at least have given his his Shoryureppa-ish move for his Super?)?

I know my reasons are cliche, but they are cliche because a lot of other people brought them up. If it's not just me, then there must be a problem.

As for the Focus, I actually love this idea. In gameplay, it even occasionally works. My problem is that it's too weak for its own good. The developers said that they put in things like the Armor Breakers because they thought that the Focus was too powerful. Clearly they didn't play their own game enough.

The Focus is absurdly easy to avoid and not get hit by once you become halfway decent at the game. Their are like 6 different ways to break it (assigned Special move, most Supers/Ultras, Multi-Hitting EX Move, Multi-Hitting normal move, grab (this one I am okay with), two crouching lights) making it never that useful of a move (I'm talking about the actual Focus Attack here, the Focus Cancel is a completely different move that I won't focus on (Yeah, I said it)). It would have been a lot better if you could keep focusing even through multi-hitting moves (with the only catch being grabs, Supers, and Ultra's) and simply take the extra damage as punishment (if your opponent was any good he'd be able to hit you before you fully recover anyway).

Finally, my favorite part of the Focus is the Focus Parry. I don't know the official name, but it's when you hit Focus just before an opponents attack. This causes your character to immediately absorb and counter-attack with a Level 2 Focus. But for some reason, the developers left your character as open to attack as any Focus. This labels it useless after a certain skill level since your opponent will instinctively perform two crouching lights or a backdash once they see any Focus. It's even blockable.

SFIV is not a bad game. It's not even a game that I would say that no hard work or thought went into. But it's not SFIV. It's SFA4. Maybe if the developers had made their own characters and system ideas it would have been bad (just look at what they did come up with (Rufus!? Gouken back from the dead!? Seth!? And the Rest!?), but it would have been an honest attempt to bring back the franchise. Instead, they just brought back SFII. ... view replies

Re: Street Fighter IV 50% off this weekend on Steam

@DinnerTimeNinja
Damn Straight! Balance that game, and I wouldn't need any other fighting game. ... view replies

Re: Street Fighter IV 50% off this weekend on Steam

@Squinshee
I'm inclined to agree with Topher. SFIV isn't bad, but compared to the other SF games (best versions, i.e. Super Turbo (unfair to compare to Remix since the developers didn't work off that version), Alpha 2 (I always preferred to Alpha 3 because of atmosphere (levels and music) and no seperation of Super Combos and Custom Combos), and 3rd Strike) it doesn't really match up.

It's essentially a remake of Super Turbo with a few Alpha characters and badly designed new characters throwing into the mix (and missing DeeJay and T. Hawk), the underdeveloped Ultra/Focus systems (though I do see real potential in Focus (credit where credit is due)), and bits of Alpha/III gameplay cannibalized in.

I don't know about anyone else, but when I saw IV, I expected IV, not II.5.

@de BLOO
Did you play any other SF games (at least recently)? Because Sakura has always (also) had the Shinkuu Hadoken. For some reason, they took it away from her in IV (in favor of her Hurricane Kick Super and an advanced version of that), but that doesn't change the fact that Sakura does have the ability to perform the Shinkuu Hadoken (just not in IV). ... view replies

Re: Working it in 8 Bit: No More Heroes 2 goes low def

@Agnates
I'm surprised you didn't call me out on getting Speed Buster's name completely wrong (Scarlet Witch isn't even close).

To me, an expansion pack sequel is one that basically is more of the same. All the Metroid Prime games were expansion pack sequels. They were all also good. I don't dislike EP Sequels. I just prefer sequels that actually change up the game. No More Heroes 2 doesn't look like much changed from No More Heroes 1, so it is an EP Sequel.

@Captain Bus
Agnates isn't a new member. If you look more closely at his avatar you'll realize it's actually the new member avatar upside-down. ... view replies

Re: Working it in 8 Bit: No More Heroes 2 goes low def

I don't know much about difficulty, since I got that sweet Katana Sword fully upgraded so I kept doing the mega energy attacks during Spicy mode. Although, during normal is was as easy as circling the enemy (even bosses), waiting for their "hit me" pose, and doing just that.

What was so "awesome" about the mechanics anyway? As a 3D beat-em-up it pales in comparison to Devil May Cry, God of War, or even the Legend of Zelda games.

The bosses are certainly interesting characters. Interesting battles, not so much (my favorite was kind-of Scarlet Witch, the only one (aside from Letz Shake, obviously) that you didn't really fight (well, you didn't fight Dark Star either, but you still got a battle, so it sort-of counts (plus he was technically part of the second-to-final battle)).

I liked No More Heroes. I even tried to get my brothers into it. They couldn't, because they don't care about the jokeiness as much as I do. They only see the lackluster beat-em-up, and I don't blame them for it.

The main reason I liked the game was the crazy story and wild personalities. As a Grindhouse videogame (like Ace of Knaves mentioned Suda 51 being the Tarantino of videogames), as an experience, as a guilty pleasure, it absolutely kicks! It sucks (or is at least average) as a game.

The sequel is an expansion pack (from what little I've seen). It doesn't really improve the meat of the game (the beat-em-up) in any significant way, and the story doesn't even seem like it'll be much more than more assassins to kill. It's more of the same, and I wish Suda tried harder. ... view replies

Re: Working it in 8 Bit: No More Heroes 2 goes low def

Huh, the game doesn't really look as improved as I hoped. It's certainly still got the same silliness as the first (which is what kept me playing), but the actual gameplay itself doesn't look much changed (from what little I've glimpsed from the videos posted by Agnates).

You know, I realize I'm probably a little too "Core" because when I thought that I next thought to myself, "Well, the gameplay isn't really the point of the game anyway". The GAMEplay isn't the point of the GAME.

Ehh, I'll probably still enjoy it (even if more for the silliness than the lackluster beat-em-up). ... view replies

Re: More comedic talent added to Brutal Legend cast

I knew we couldn't have a rock game with just Tenac on board. ... view replies

Re: David Jaffe to 'shut the f**k up' for six months

That blogger completely destroyed Jaffe's argument.

Also, great posts Hcapt. I have no need to make a long post since you already wrote basically anything I'd say. I look forward to you possibly deconstructing what StingingVelvet posted. ... view replies

Re: LostWinds sequel announced

Freaking finally! I liked the first game but it's length felt like I was playing the demo to a much longer game. When I didn't read anything about a sequel in the months following the release of the first, I basically gave up and moved it to an SD card. I'm so gonna replay the first the day before the second releases. ... view replies

Re: Friday Night Fights: One week until PAX

@Electro Lemon
The base is the important part. The rest is just added to (and not improving) the awesomeness of the original image. Most of the posters probably wouldn't tell you that image is awesome because of the monster in the bottom right or the dude in the bottom left. The awesome part is Eagle Head Gemma Atkinson detonating a bomb that forms into the image of the Evil Eye Gesture (AKA Metal Hand).

On a more personal note, I think Destructoid just ruined the awesome of the original image. All they added is clutter that makes the image feel... well, cluttered. ... view replies

Re: Friday Night Fights: One week until PAX

@Dale
Sorry to ruin your perception of Destructoid's Awesomeness, but that image is from FilmDrunk.com

Link: http://filmdrunk.uproxx.com/2009/07/weekend-preview-explosions-booze ... view replies

Re: Addendum: Nintendo of America needs to STFU... AJPG

@Gohan
I know that the British version of the office isn't that hard to see (though I never have). I was just using it as an example (which I feel still stands (not everyone is going to know it was a British show).

My point was that John is complaining about something he wasn't even supposed to know about. He's enjoying all the games that were released in America but once he finds out that there were several that didn't (that interest him) he starts bawling for more (seriously, that's basically all his post was about).

As for Disaster, I got lazy. I made a point of mentioning it's quick showing at E3 06 in my two previous posts, but since my third one was addressed to Jonathan Holmes, I skimped out and counted on him to remember that I mentioned it previously. Also, to be fair, NOA really did let that title basically die after E3 06 (as in they didn't talk about it).

As for Trace Memory, the US release didn't sell that well so they probably didn't feel like publishing the sequel.

Source: http://www.vgchartz.com/games/game.php?id=2519®ion=All

Yeah, I know that page also states that it actually sold slightly better in the Americas than it did in Japan and they got the sequel, but I can still understand NOA deciding not to publish it (localization costs plus bigger market).

I don't know what legal or image reasons Nintendo has for not letting some other company publish Fatal Frame (I guess that one I can agree on), but I'd like to know (not that it's any sort of problem for me (shit, we still get Silent Hill: Shattered Memories and Cold Mountain so it's not like we're missing out on Horror games).

The other 4 Nintendo probably wouldn't let someone else publish for various reasons (Captain Rainbow and Tingle contain tons of references to internal properties, Disaster (if it's that bad, it's probably too closely tied to them), Trace Memory is also an internal property that they wouldn't want someone else to handle).

As for Madworld and HOTD, I mention those because they were heavily trumped up by the "Hardcore" and did poorly at the market anyway. Sure, HOTD may have done well by what Sega was projecting, but it still didn't do very well (150,000 is little to brag about (350,000 total)- http://www.vgchartz.com/games/game.php?id=25935®ion=All)

Those certainly aren't sales numbers that will change Nintendo's mind about publishing these niche games (which has never been the focus of that company anyway). ... view replies

Re: Addendum: Nintendo of America needs to STFU... AJPG

@John
I said that the quirkiness (aka Japaneseness) of the games don't equal great sales. They don't. Even in Japan, the games didn't do incredibly well (as the data I used presents).

However, if the games did do well and/or had an easy to transfer concept, then NOA would transfer them (did well=The WarioWare series, ettc=Quendan). Problem is, most of those games you mentioned aren't interesting to gamers at large. Hell, even Mother 3 (the sequel to cult-favorite Earthbound (AKA Mother 2)) didn't make an impact: http://www.vgchartz.com/games/game.php?id=3847®ion=All

Again, you yourself have said that Nintendo is more on a roll than they ever have before, and you're still criticizing them for not doing more. They're juggling chainsaws and you're not impressed until they do it on a unicycle (that's not a great analogy).

You weren't even supposed to know about these games (NOA never once talked them up). It's like you're enjoying the American version of the Office then you find out that there is a British original and being disappointed that NBC didn't show that as well. What's it matter? You're enjoying what you have, right?

You're a glutton, John (this is meaner than I mean it to be). You played and played and played until there was nothing left, and now you seek more from distant lands. Most aren't like you. They spaced out their gaming and still have much of that list to play (which is getting bigger every month).

Short Points-
*I doubt Trace Memory 2 did better in Europe than it's pathetic Japanese sales.

*The Mario games aren't Japanese. They are Alice in Wonderland, a concept many Americans are familiar with. Even if they were, the massive sales they had in Japan would have gotten NOA's attention.

*Just because NOA has a lot of money doesn't mean they want to waste it bringing over games that didn't do well anyway. Rhythm Heaven did well and had a concept that was easy to bring over (Warioware Music). Beyonce was hired because she is a popular Singer, which ties into the game, which NOA believed could be a hit.

It's not doing well (I guess this one was too Japanese): http://www.vgchartz.com/games/game.php?id=25553®ion=All

@Tascar
It's not that they think that the "Hardcore" only want Mario and Zelda. It's that they aren't as big a demographic as they think they are. Sales of Madworld and House of the Dead weren't great. Those were "Hardcore" games and they didn't do well because they have a very small audience. All those Japaneses games, even in Japan, are for select group of people that make it not worth NOA's time to localize them. Who wants to waste their energy getting Sunflower Seeds when there is a big, juicy Elk around the corner?

So what about E3 08? I've said it before and I'll say it again. E3 IS A TRADE SHOW! It's for Nintendo to show off future product to investors. Why they hell would they show these small-selling, "Hardcore" games?

On a different point, Oh Boo Hoo! Metroid Prime 3, Super Mario Galaxy, The Blob, Super Smash Bros. Brawl, and Mario Kart Wii were all released in under a year (two of those close to E3 09) and the "Hardcore" are already bored. Ever hear of Replay value? Not only that, but Wario Land was almost ready, Punch-Out was deep in development, and chances are they already had teams on the next Mario and Zelda's and Metroid's.

All these complaints are completely unfair to Nintendo. Everybody expects them to carry the system and publish near everything. They are only one company (no matter how big) that have already released a ton of material with more to come and just as much material from Third Parties.

Enough is enough, guys. They aren't out to get you. They don't think "Hardcore" gamers are worthless (considering all the games they already published for that group). You just aren't the only baby anymore. ... view replies

Re: Addendum: Nintendo of America needs to STFU... AJPG

The point is that it comes down to NOA bringing over titles that it thinks will sell in the American Market. NOJ can afford to experiment because the perception of the company there is looser, the games aren't as "weird" in that marketplace, and any money made is directly pumped back in (no localization costs).

NOA can't afford the same luxuries. As a big company, small hits aren't really worthwhile to Nintendo (try to remember that the American Market is three times larger than the Japanese Market and a hell of a lot more diverse). Nintendo needs heavy hitters and/or games that will continue selling well over time (Heavy Hitter=Wii Anything (minus Music), Evergreen (continues to sell well)=Punch-Out!!). They aren't interested in bringing low-selling, quirky, "art" games and when they are they try to make them work for the American Market (Quendan Cheerleaders become the Elite Beat Agents (more American), Japanese lyrics in Rhythm Heaven converted to English).

Nintendo isn't just a game company where a few million sales (or in those games cases, ten/hundred-thousand) for the majority of their games is "good". They are a console maker and publisher as well (with huge factories to pay for, several other wings (NOA included), marketing branches, and much more). This isn't how like Suda's games making a few hundred-thousand is great for him. That's crap for Nintendo. Iwata was disappointed with Wii Music and Animal Crossing: City Folk's 2.5/3.2 million total life sales, sales numbers that most game companies would be happy to boast about, but the president of the game AND console company is disappointed about.

NOJ is NOA's test market. If a game sells well there AND is deemed suitable for American audiences (meaning could be easily translated) then they decide to publish. Otherwise, it's not worth their time and money (resources) to localize it.

Most Americans don't even perceive Nintendo (or gaming as a whole) as Japanese. While it's undoubtedly true that they are, that image isn't presented. Nintendo's best selling games have never revealed their Japanese origins. They've always seemed Western (Mario=Alice in Wonderland, Zelda=King Arthur, Metroid=Alien, Punch-Out!!=Rocky). Their is no need to release too many Japanese games to a non-Japanese audience.

"The Hardcore are insatiable"- Reggie Fils-Aime

Remember that quote? It's the most brutally true thing Reggie has ever said. You've listed that you have over 30 games on the Wii, and you want more!? It's not enough for you!? I mean, it's nice that you have such a hunger for more Wii games, but you are in the minority. That's a lot of time spent. Nintendo already has over 30 games you like on their console (at least 10 of them from them), and you're still disappointed with them not bringing over more games that they never meant for you to know about in the first place (they never talked up Fatal Frame or Starfy or Captain Rainbow. Those are Japanese games for the Japanese market).

You in no way should be starved. You have 30 games already, and a lot more on the way (I assume you are anticipating games such as Silent Hill: Shattered Memories and New Super Mario Brothers Wii (and much more to come).

Seriously man, that's like 5 games that you're bummed out about (and I'm sure you got the Earthbound 2 patch and could probably play Disaster if you wanted to). It's not a big deal. You've clearly got more to play already and more to come. Enjoy what you have and what's coming up (you and I both know that Wii Sports Resort showed off how Awesome the next Zelda is going to be).

Reggie and NOA aren't dissing your interests. They are trying to do what they think is best for the company (and apparently doing a damn fine job).

P.S. 80,000 for Fatal Frame IV is the best the series has ever done? No wonder NOA didn't jump all over that.

Source: http://www.vgchartz.com/games/game.php?id=7700®ion=All

Those other games haven't done well either-

Captain Rainbow (10,000): http://www.vgchartz.com/games/game.php?id=24655®ion=All

Tingle's Rosy Rupeeland (240,000): http://www.vgchartz.com/games/game.php?id=4586®ion=All

Disaster (Ha, lives up to it's name at 40,000): http://www.vgchartz.com/games/game.php?id=7701®ion=All

Trace Memory 2 (3,000): http://www.vgchartz.com/games/game.php?id=31685 ... view replies

Re: Addendum: Nintendo of America needs to STFU... AJPG

Oh Destructiod, why do you do this? Just because I don't have a life doesn't mean I want to waste it. Oh well, here we go again.

First, though Hcapt refuted plenty of your points well, it couldn't hurt to repeat.

What exactly are they lying about? You never once answered that in your post.

The games you listed aren't just risky and unprofitable for no reason. They are those things because their quirky Japaneseness doesn't translate to great sales (also, except for Mother 3, they probably aren't that good anyway).

It always takes time to translate a game and package it and whatever else to sell it in another country. These games don't appeal to anyone other than "Hardcore" gamers. Those games work in the Japanese market because that's what appeals there (or at least appeals better than it would in America) and they are a relatively small risk (because of their low production cost). As Hcapt has demonstrated, those games didn't do very well (failed the test) and thus Nintendo decided not to publish them.

As for the the appeal point, notice how FPS games have rarely appealed to Japanese gamers (or how series like Metroid and Punch-Out do far better in America than they do in Japan(and are built for those audiences these days)). Link's Crossbow Training (which Miyamoto said in a "Iwata Asks" was his attempt at showing the Japanese the fun of a (3d) Shooting game) did poorly in the Japanese market (about .25 million total) and Capcom's shooters don't do much better (no version of Resi 4 broke half a million and Umbrella Chronicles performed about as well). So it's not like Japanese "Hardcore" don't get "screwed" too.

What's this talk about art anyway? Iwata and Miyamoto aren't just successful because they are "artists" (aka GAME DEVELOPERS!). They are successful because they are game developers AND businessmen. The business side reminds the game side that what is fun to develop may not be fun to play, while the developer side reminds the business side to focus on fun rather than demographics. They climbed the corporate ladder, not because of their love of games or knowledge in making them, but because they knew what sold (unsurprisingly, good games (which the "Hardcore" are having a harder and harder time identifying)).

Reggie and Cammie don't need to be "artists" to know how to sell. They aren't developers, but they know the audience and they know what sells (the major reason they were hired was because of those abilities (demonstrated by Reggie's time at Pizza Hut/VH1 and Cammie's time at Google). They completely understand the principles behind Nintendo's Blue Ocean Strategies and Disruption of gaming and are applying them well.

Being good at the art side doesn't at all translate do being good at the business side. Just because Spielberg knows how to make movies doesn't mean he would be good at selling them (or even judging what's good and what's not (to the audience at large)). If this Eric guy hasn't been promoted, it's probably because he knows little about business (or at least far less than Reggie and Cammie).

Reggie and Cammie haven't "lied" about anything. Those games wouldn't have sold (except to a very small market). Hell, the only reason you knew about these games is that you search the web so much. It's not like Nintendo showed these games off at E3 (minus Disaster, but they quietly let that die from the public eye).

Damn, it's almost like your disappointed that Nintendo isn't a club run by a bunch of your close friends, but instead is a business run by some businessmen.

Do you know how to read Japanese? Because somehow I feel your post wouldn't exist if you did.

Man, I don't have an ending to this except, JSTFUAJPG! ... view replies

Re: No More Heroes 2 confirmed for January 2010 release

THE WII DOESN'T HAVE ANY GAMES!!! OH, NO MORE HEROES 2!? WELL IT WOULD BE BETTER ON HD, BECAUSE THAT IMPROVES GAMEPLAY!!! LOLS!!! ... view replies

Re: Felicia Day loves Donkey Punches in The Legend of Neil

Correction: Neil. ... view replies

Re: Felicia Day loves Donkey Punches in The Legend of Neil

Why the hell is Link complaining? ... view replies

Re: Heavy Rain is 'very difficult to demonstrate'

Maybe it's hard to explain because from whatever footage we've seen it doesn't seem to be a game, but an interactive movie. Hell, we barely know anything about the plot that they seem to be sacrificing gameplay for. I mean, if it just ends up being a cop story or something, it'll hardly seem worth it (why make a video game of something that could be better carried across and more believable on film?).

What is this? ... view replies

 
 
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